Ah, puzzle games. The idea for this one reminds me of a Flash-based one, Shift, back in my Kongregate days of proscratination. Definitely I would try this one.

I like seeing the indie gaming industry gaining notoriety on general media, with coverage of festivals and expositions on Internet and even TV, at least in Brazil. (I don't know about you people around the world, sorry.)Since the mainstream industry is heading towards money-making, graphical masterpieces, full of restrictions, making you spend money on new hardware and DLCs almost every year, and I swear to God I'm not generalizing the whole industry but being realistic on my own perspective, a "separated" industry gives the whole thing a fresh air of nostalgia, bringing back the days where games were meant to be fun, either would you spend an hour or a year to finish them.

Don't get it on Steam, guys! It's the same price at the dev's site, where he gets more of the money, and you get a DRM free download PLUS a Steam key anyways. The dev is selling via the Humble Store, where your new acquisition goes into the big download page of all your Humble Purchases. I have to say, Humble has a fantastic system going, lots of payment options, easy to get in, easy to download/torrent.

One downside of Humble is that they don't have a storefront for the individual (as in not-a-bundle) game titles, instead they provide a widget for developers to put on their game's homepage. There's a wiki to keep up on the goings on, I've discovered and bought several games because of that page. My most recent acquisition from there is Gunpoint, a title that was on WTF is almost a year ago. Man, I thought that game was stuck in limbo.

If your looking to buy the soundtrack for the game as well be sure to click the "Click here to buy the game and soundtrack together" link above the form on this page. Don't get tunnel vision like I did and have to turn around five minutes later and buy the soundtrack off of bandcamp separately for several dollars more.

Between puzzles, the hero finds diary entries in which scientists and engineers grapple with the ethics and hubris of such a creepy scientific advance.

Diary entries. Again. You're progressing through the game, everything is awesome, and then -wham-. Everything stops instantly and you are presented with a wall of text or some sort of spoken monologue. Then after the story has been forcefully inserted in your gameplay, you can get back to the game again. This was a necessary narrative technique for stuff like System Shock because of the limited technology at the time. Things have changed immensely since then, but we still find this heavyhanded technique in plenty of games.

I love story and narrative, but I'm kind of saddened that this least favorite technique is still popping up so often.

How does the soul-swapping mechanic work if all the clones move when you do? Does it only control which copy gets to make more clones? Or is there something else which only the "primary" you does?

The angles are very important, so it lets you switch to a clone that may have a better angle. Also, for example, if you're falling you can put and take over a new clone above you while the previous one dies (clones you aren't inhabiting can die, but the one you're in can't). Most importantly, you have to be in control of a clone to pick up the orbs.

After this review I picked up the game and played it for probably 8 hours this weekend. The puzzles are fantastic so far, and I don't think I'm all the way through.

Between puzzles, the hero finds diary entries in which scientists and engineers grapple with the ethics and hubris of such a creepy scientific advance.

Diary entries. Again. You're progressing through the game, everything is awesome, and then -wham-. Everything stops instantly and you are presented with a wall of text or some sort of spoken monologue. Then after the story has been forcefully inserted in your gameplay, you can get back to the game again. This was a necessary narrative technique for stuff like System Shock because of the limited technology at the time. Things have changed immensely since then, but we still find this heavyhanded technique in plenty of games.

I love story and narrative, but I'm kind of saddened that this least favorite technique is still popping up so often.

You don't have to use any of the "memory consoles", most of the texts are short and are interesting, the rest is just an overlay while walking past certain objects, nothing prevents you from just playing on. And I quite like that, way more then forced cutscenes and that stuff, because you can choose to experience the story or just play the puzzles.

Really like the game, good puzzles and the Artstyle and atmosphere are just incredible, it really feels a bit creepy.

Just beware the game has some technical isssues, a Logitech G35 will lead to the game not starting, on some rigs you will have to start in windowed mode so it starts. They are working on it and for me it works fine after unplugging my G35.

How does the soul-swapping mechanic work if all the clones move when you do? Does it only control which copy gets to make more clones? Or is there something else which only the "primary" you does?

The "primary" gets two privileges:(1) The ability to make more clones(2) You game-over when it dies

Don't worry about the game-overs though since it just restarts you from the last checkpoint, which is basically at the start of every room.

I played this game last weekend and it blew my mind. I disagree with the reviewer about the Metroidvania-style map: I think it's great for the immersiveness, and you can still take the long-distance teleporters to get around places quickly in the later stages when things are pretty spread out.

My complaints are rather minor:(1) You can't manually save and restore from certain points, for example, to see an alternate ending (after you beat the game, "continue" just takes you to the credits until you start over)(2) Windows-only even though it uses OpenGL(3) On my somewhat-aged (Core 2 duo, Radeon HD2500) Windows PC, there's a lot of input latency, which means that some of the twitchier puzzle solutions are pretty hard even after you figure out how they're supposed to be done. I get the impression that this is better if you're on a more powerful PC, but still a disappointment.

Still, it's an excellent game in basically every way -- story, atmosphere, music, graphics, and certainly gameplay -- and one I'd gladly play again someday.